Add documentation for the console and a doxygen config.
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@ -52,3 +52,6 @@ sysinfo.txt
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# Project Version #
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/ProjectSettings/ProjectVersion.txt
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# Doxygen #
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/Doxygen/
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@ -4,50 +4,44 @@ using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Controls an input and an output to implement a console interface to call
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/// arbitrary commands which can be set from anywhere in the program.
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/// <seealso cref="Term"/>
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/// </summary>
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public class DebugConsole : MonoBehaviour {
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private static readonly Regex CommandPartRegex = new Regex("([^ \"]+ )|(\"[^\"]+\")");
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/// <summary>
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/// The parent of the <see cref="InputField"/> and <see cref="TextField"/>.
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/// </summary>
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public GameObject Panel;
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/// <summary>
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/// The input for the console.
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/// </summary>
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public InputField InputField;
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/// <summary>
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/// The output for the console.
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/// </summary>
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public Text TextField;
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/// <summary>
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/// Controls the visibility of the console. For how this is controlled in-game, see <see cref="Update"/>.
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/// </summary>
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public bool Visible = false;
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private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
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/// <summary>
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/// Creates a new <see cref="DebugConsole"/>, and sets the <see cref="Term"/>'s singleton.
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/// <seealso cref="Term.SetDebugConsole"/>
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/// </summary>
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public DebugConsole() {
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AddCommand("help", "Lists all commands.", (args) => {
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Println("Commands:");
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foreach (string Action in Actions.Keys) {
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Println("- " + Action);
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}
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});
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AddCommand("help (command)", "Describes the given command.", (args) => {
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// Check complete versions of the names (so you can do eg. help "help (command)")
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foreach (string Action in Actions.Keys) {
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if (Action.Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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}
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}
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// Check just names
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foreach (string Action in Actions.Keys) {
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string[] Parts = Action.Split(' ');
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if (Parts[0].Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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}
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}
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Println("That command doesn't exist.");
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});
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AddCommand("print (text)", "Prints the given text.", (args) => {
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Println(args[0]);
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});
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Term.SetDebugConsole(this);
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}
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/// <summary>
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/// Tries to call the command in the <see cref="InputField"/>.
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/// </summary>
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public void CallCommand() {
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if (InputField.text.Length == 0) {
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return;
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@ -85,15 +79,55 @@ public class DebugConsole : MonoBehaviour {
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Actions[command] = new DebugConsoleAction(PrettyDescription, action);
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}
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/// <summary>
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/// Prints text into the DebugConsole and adds a newline.
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/// </summary>
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/// <param name="text">Text.</param>
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public void Println(string text) {
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Print(text + "\n");
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}
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// TODO: Handle removing history when it gets very long. Very long console logs might cause problems when displaying new prints.
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/// <summary>
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/// Prints text into the Console.
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/// </summary>
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/// <param name="text">Text.</param>
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public void Print(string text) {
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TextField.text += text;
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}
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private void Start() {
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AddCommand("help", "Lists all commands.", (args) => {
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Println("Commands:");
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foreach (string Action in Actions.Keys) {
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Println("- " + Action);
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}
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});
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AddCommand("help (command)", "Describes the given command.", (args) => {
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// Check complete versions of the names (so you can do eg. help "help (command)")
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foreach (string Action in Actions.Keys) {
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if (Action.Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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}
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}
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// Check just names
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foreach (string Action in Actions.Keys) {
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string[] Parts = Action.Split(' ');
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if (Parts[0].Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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}
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}
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Println("That command doesn't exist.");
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});
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AddCommand("print (text)", "Prints the given text.", (args) => {
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Println(args[0]);
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});
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}
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private void Update() {
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if (Input.GetButtonDown("Console Toggle")) {
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Visible = !Visible;
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@ -11,6 +11,10 @@ public class DebugConsoleAction {
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this.ActionFunc = actionFunc;
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}
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/// <summary>
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/// Executes the <see cref="ActionFunc"/>.
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/// </summary>
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/// <param name="command">Command.</param>
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public void Call(List<string> command) {
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ActionFunc(command);
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}
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@ -8,10 +8,18 @@ using UnityEngine;
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public class Term {
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private static DebugConsole Console;
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/// <summary>
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/// Sets the <see cref="DebugConsole"/> singleton that will be used in other static <see cref="Term"/> functions.
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/// </summary>
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/// <param name="console">Console.</param>
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public static void SetDebugConsole(DebugConsole console) {
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Console = console;
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}
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/// <summary>
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/// Returns whether or not the DebugConsole is currently on the screen, ready to be used.
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/// </summary>
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/// <returns><c>true</c> if is visible; otherwise, <c>false</c>.</returns>
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public static bool IsVisible() {
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if (Console == null) {
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return false;
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@ -20,6 +28,10 @@ public class Term {
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}
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}
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/// <summary>
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/// See <see cref="DebugConsole.Println"/>.
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/// </summary>
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/// <param name="text">Text.</param>
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public static void Println(string text) {
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if (Console == null) {
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Debug.Log(text);
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@ -28,6 +40,10 @@ public class Term {
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}
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}
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/// <summary>
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/// See <see cref="DebugConsole.Print"/>.
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/// </summary>
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/// <param name="text">Text.</param>
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public static void Print(string text) {
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if (Console == null) {
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Debug.Log(text);
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@ -36,6 +52,12 @@ public class Term {
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}
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}
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/// <summary>
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/// See <see cref="DebugConsole.AddCommand"/>
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/// </summary>
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/// <param name="command">Command.</param>
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/// <param name="description">Description.</param>
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/// <param name="action">Action.</param>
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public static void AddCommand(string command, string description, DebugConsoleAction.Action action) {
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if (Console != null) {
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Console.AddCommand(command, description, action);
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2473
Doxygen.conf
Normal file
2473
Doxygen.conf
Normal file
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